The Cursed Installer V 1.242
Nov 21, 2012 Full Version 3 comments"The Cursed" is a very unique free realtime-strategy game based on the Spring engine. The game is about bones, undead, demons, space marines and magic...

"The Cursed" is a very unique free realtime-strategy game based on the Spring engine. The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh mixture of gameplay elements from many popular RTS games.
The game features two unique races: The Cursed - a faction combining undead and demonic creatures and the Imperial Guards - human forces with high-tech weapons and incredible firepower. Many units in game have unique abilities, like burrowing, rocket jumping, teleporting, transmutation and aura casting. You will experience a war that is fought with tanks, guns, space crafts, bone dragons, priest, demons, werewolf and angels.
For Linux & Mac users: you have to install the game manually (as I don't have any idea about creating Linux or Mac installation files). First you need to install the Spring Engine manually and then put the game content into the Spring\games directory. You'll also have to install maps manually.
Users with ATI graphics cards: There are several known issues with the Spring engine when playing on computers with ATI graphics adapters. Latest catalyst drivers are causing some trouble with particle effects when ground decals are activate. If you do not want that - Cataclyst 11.3 will work perfectly with Spring Engine. For other graphical issies please visit Springrts.com.
0 comments by azaremoth on Apr 1st, 2012

A new full installer for The Cursed is available now. In the first place it includes a brand new version of the game. Moreover it features a new version of Spring engine that comes (among other things) with a drastically improved pathfinder algorithm.
The most important changes to the game play are:
The implementation of hero system took me some time. The present state looks like this: you start with a hero and a couple of other units. Currently there is one hero per faction: the imperial "Sarge" (assault class) and the undead "Shade" (melee class). The hero will gain experience when he kills enemies (or is close to allied units that kill enemies) and levels linearly. There are currently 5 hero levels that can be achieved. Whenever your hero dies he will receive a XP-penalty but will not lose a level (no matter how many XPs you loose). A killed hero can be rebuilt in the barracks/pyramid.
Whenever a hero levels he gains more hit points, do more damage and jump further. Additionally heroes receive special abilities:
Level 1: both heroes: hero aura, all seeing / Shade: cloaked when not moving, can not be parried
Level 2: both heroes: jumping
Level 3: Sarge: plasma cannons / Shade: decoy
Level 4: Shade: cloaked while moving
Heroes are now a fixed game play element in The Cursed. There may appear additional heroes to choose from if you guys like the hero concept.
Go get it while it is hot!!!
"The Cursed" is a very unique free realtime-strategy game based on the Spring engine. The game is about bones, undead, demons, space marines and magic...
This comment is currently awaiting admin approval, join now to view.
This looks like a very interesting game, I'll give it a try, it's been to long since I've played an simple, yet original RTS.
I suppose I'll give it a try. I hope its good.
This comment is currently awaiting admin approval, join now to view.
Sure. But could you specify a little how it should work to fit best? Whenever a ranged unit is ordered to fire at a target it should stop when it comes close enough. So - the units could stop when they are close enough to fire at units that are no designated targets (on/offable by a move option)?
This comment is currently awaiting admin approval, join now to view.
You refer to something like DotA? Yes - it is possible (except for the buy-things-in-a-shop thing), but it will be hell of a work.
This comment is currently awaiting admin approval, join now to view.
The kill AI stragglers is included in the game since last version (1.242). Is it not working? When you order units to attack a target they actually should not move closer then firing range. Is that different for you? When they are ordered to move, they will take a direct path, disregarding the range to a near enemy.
Units tend to move to the position a killed enemy was standing before. I will try to write a widget for that.